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# Gamecube GX-based RGB Framebuffer Example # Gamecube GX-based RGB Framebuffer Example
Just a simple example of using a GX ARGB-format texture as a means to render a "software" pixel framebuffer Just a simple example of using a GX ARGB-format texture as a means to render a "software" pixel framebuffer
quickly. Most applications won't care about such a thing, but this can be nice if you want low-level per-pixel access quickly. Most applications won't care about such a thing (if your application can utilize the hardware's support for
drawing graphics, you definitely should use it instead!), but this can be nice if you want low-level per-pixel access
in your code (e.g. MS-DOS Mode 13h style). in your code (e.g. MS-DOS Mode 13h style).
If you want to access pixels using RGB, this is significantly better than using the XFB/EFB buffer, where the pixel If you want to access pixels using RGB, this is significantly better than using the XFB buffer, where the pixel
data uses YUV color space. data uses YUV color space and each 4-byte YUV value represents two pixels ... ugh.
Probably there could be a number of improvements made to this ... I'm not well versed in the GX API. Probably there could be a number of improvements made to this. I'm not well versed in the GX API.